Power play game mechanics

ABSTRACT

Method, article and apparatus for executing computer games, and in particular, computer-based racing games. In a racing game, a player may be allowed to earn one or more game play options which may be exercised during the race. The game play options, when exercised, may modify the predefined race path to create an advantage for the player or a disadvantage to the competitors.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of co-pending U.S. patent applicationSer. No. 12/761,888, filed Apr. 16, 2010. The aforementioned relatedpatent application is herein incorporated by reference in its entirety.

BACKGROUND

1. Field

The invention is directed to computer games, and in particular, tocomputer-based racing games.

2. Description of the Related Art

Racing games are a popular genre in the computer gaming world. Thesegames typically include one or more players that race on a predefinedtrack. The players either race against a clock (e.g., in the case of asingle player race) or against each other (e.g. in the case of amultiplayer race). The players are represented by a virtual vehiclewhich they control using an input device, such as a steering wheel orjoystick-type controller. Each player is typically presented (via thegame screen) with a plurality of on-screen graphical objects or textthat provide various kinds of information relevant to the race. Forexample, the game screen may include a speedometer, a leader board, alap counter, a map etc. In a multiplayer race, the player that travelsthe predefined track in the shortest period of time generally wins therace.

SUMMARY

One embodiment of the invention provides a computer implemented methodfor executing a vehicle racing video game. The method may includegenerating an indication to a player of the video game that a game playoption is available, the game play option being selectable by the playerto cause a modification in a predefined path traversable by vehiclesparticipating in the video game. The modification may be selected fromat least one of: a permanent structural change to the predefined pathand a route change to the predefined path that alters where at least oneof the vehicles is able to traverse. The method may further includereceiving user input indicating that the the game play option is to beexercised, and in response to receiving the input, modifying thepredefined path of the race.

Another embodiment of the invention provides a computer readable storagemedium comprising a program product which, when executed, is configuredto perform an operation to execute a vehicle racing video game. Theoperation may include generating an indication to a player of the videogame that a game play option is available, the game play option beingselectable by the player to cause a modification in a predefined pathtraversed by vehicles participating in the video game. The modificationmay be selected from at least one of: a permanent structural change tothe predefined path and a route change to the predefined path thatalters where at least one of the vehicles is able to traverse. Theoperation may further include receiving user input indicating that thethe game play option is to be exercised and in response to receiving theinput, modifying the predefined path of the race.

Another embodiment of the invention provides a system having a memorydevice comprising a vehicle racing video game and a processor forexecuting the vehicle racing video game. The processor may be configuredto generate an indication to a player of the video game that a game playoption is available, the game play option being selectable by the playerto cause a modification in a predefined path traversed by vehiclesparticipating in the video game. The modification may be selected fromat least one of: a permanent structural change to the predefined pathand a route change to the predefined path that alters where at least oneof the vehicles is able to traverse. The processor may be furtherconfigured to receive user input indicating that the the game playoption is to be exercised and in response to receiving the input, modifythe predefined path of the race.

BRIEF DESCRIPTION OF THE DRAWINGS

So that the manner in which the above recited aspects are attained andcan be understood in detail, a more particular description ofembodiments of the invention, briefly summarized above, may be had byreference to the appended drawings.

It is to be noted, however, that the appended drawings illustrate onlytypical embodiments of this invention and are therefore not to beconsidered limiting of its scope, for the invention may admit to otherequally effective embodiments.

FIG. 1 illustrates an exemplary system according to an embodiment of theinvention.

FIG. 2 illustrates an exemplary predefined race path according to anembodiment of the invention.

FIGS. 3A-B illustrate exemplary gaming controllers according toembodiments of the invention.

FIG. 4 illustrates an exemplary view that may be displayed on a displayscreen, according to an embodiment of the invention.

FIGS. 5A-B illustrate a power play according to an embodiment of theinvention.

FIGS. 6A-B illustrate another power play according to an embodiment ofthe invention.

FIG. 7A illustrates an exemplary shortcut according to an embodiment ofthe invention.

FIG. 7B illustrates another predefined race path according to anembodiment of the invention.

FIGS. 7C and 7D illustrate modification of a predefined race pathaccording to an embodiment of the invention.

FIG. 8 is a flow diagram illustrating exemplary operations performed bya gaming program, according to an embodiment of the invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Embodiments of the present invention are directed to computer games, andin particular to computer-based racing games. In a racing game, a playermay be allowed to earn one or more game play options (also referred toherein as power play options) which may be exercised during the race.The power play options, when exercised, may modify the predefined racepath to create an advantage for the player or a disadvantage to thecompetitors.

In the following, reference is made to embodiments of the invention.However, it should be understood that the invention is not limited tospecific described embodiments. Instead, any combination of thefollowing features and elements, whether related to differentembodiments or not, is contemplated to implement and practice theinvention. Furthermore, although embodiments of the invention mayachieve advantages over other possible solutions and/or over the priorart, whether or not a particular advantage is achieved by a givenembodiment is not limiting of the invention. Thus, the followingaspects, features, embodiments and advantages are merely illustrativeand are not considered elements or limitations of the appended claimsexcept where explicitly recited in a claim(s). Likewise, reference to“the invention” shall not be construed as a generalization of anyinventive subject matter disclosed herein and shall not be considered tobe an element or limitation of the appended claims except whereexplicitly recited in a claim(s).

As will be appreciated by one skilled in the art, aspects of the presentinvention may be embodied as a system, method or computer programproduct. Accordingly, aspects of the present invention may take the formof an entirely hardware embodiment, an entirely software embodiment(including firmware, resident software, micro-code, etc.) or anembodiment combining software and hardware aspects that may allgenerally be referred to herein as a “circuit,” “module” or “system.”Furthermore, aspects of the present invention may take the form of acomputer program product embodied in one or more computer readablemedium(s) having computer readable program code embodied thereon.

Any combination of one or more computer readable medium(s) may beutilized. The computer readable medium may be a computer readable signalmedium or a computer readable storage medium. A computer readablestorage medium may be, for example, but not limited to, an electronic,magnetic, optical, electromagnetic, infrared, or semiconductor system,apparatus, or device, or any suitable combination of the foregoing. Morespecific examples (a non-exhaustive list) of the computer readablestorage medium would include the following: an electrical connectionhaving one or more wires, a portable computer diskette, a hard disk, arandom access memory (RAM), a read-only memory (ROM), an erasableprogrammable read-only memory (EPROM or Flash memory), an optical fiber,a portable compact disc read-only memory (CD-ROM), an optical storagedevice, a magnetic storage device, or any suitable combination of theforegoing. In the context of this document, a computer readable storagemedium may be any tangible medium that can contain, or store a programfor use by or in connection with an instruction execution system,apparatus, or device.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. Such a propagated signal may takeany of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device.

Program code embodied on a computer readable medium may be transmittedusing any appropriate medium, including but not limited to wireless,wireline, optical fiber cable, RF, etc., or any suitable combination ofthe foregoing.

Computer program code for carrying out operations for aspects of thepresent invention may be written in any combination of one or moreprogramming languages, including an object oriented programming languagesuch as Java, Smalltalk, C++ or the like and conventional proceduralprogramming languages, such as the “C” programming language or similarprogramming languages. The program code may execute entirely on theuser's computer, partly on the user's computer, as a stand-alonesoftware package, partly on the user's computer and partly on a remotecomputer or entirely on the remote computer or server. In the latterscenario, the remote computer may be connected to the user's computerthrough any type of network, including a local area network (LAN) or awide area network (WAN), or the connection may be made to an externalcomputer (for example, through the Internet using an Internet ServiceProvider).

Aspects of the present invention are described below with reference toflowchart illustrations and/or block diagrams of methods, apparatus(systems) and computer program products according to embodiments of theinvention. It will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer program instructions. These computer program instructions maybe provided to a processor of a general purpose computer, specialpurpose computer, or other programmable data processing apparatus toproduce a machine, such that the instructions, which execute via theprocessor of the computer or other programmable data processingapparatus, create means for implementing the functions/acts specified inthe flowchart and/or block diagram block or blocks.

These computer program instructions may also be stored in a computerreadable medium that can direct a computer, other programmable dataprocessing apparatus, or other devices to function in a particularmanner, such that the instructions stored in the computer readablemedium produce an article of manufacture including instructions whichimplement the function/act specified in the flowchart and/or blockdiagram block or blocks.

The computer program instructions may also be loaded onto a computer,other programmable data processing apparatus, or other devices to causea series of operational steps to be performed on the computer, otherprogrammable apparatus or other devices to produce a computerimplemented process such that the instructions which execute on thecomputer or other programmable apparatus provide processes forimplementing the functions/acts specified in the flowchart and/or blockdiagram block or blocks.

The flowchart and block diagrams in the Figures illustrate thearchitecture, functionality, and operation of possible implementationsof systems, methods and computer program products according to variousembodiments of the present invention. In this regard, each block in theflowchart or block diagrams may represent a module, segment, or portionof code, which comprises one or more executable instructions forimplementing the specified logical function(s). It should also be notedthat, in some alternative implementations, the functions noted in theblock may occur out of the order noted in the figures. For example, twoblocks shown in succession may, in fact, be executed substantiallyconcurrently, or the blocks may sometimes be executed in the reverseorder, depending upon the functionality involved. It will also be notedthat each block of the block diagrams and/or flowchart illustration, andcombinations of blocks in the block diagrams and/or flowchartillustration, can be implemented by special purpose hardware-basedsystems that perform the specified functions or acts, or combinations ofspecial purpose hardware and computer instructions.

Referring now to FIG. 1, a block diagram illustrates a client-serverview of a computing environment 100, according to one embodiment of theinvention. As shown, computing environment 100 includes client computers120, a network 160, and a server system 140. In one embodiment, theenvironment 100 may include existing computer systems, e.g., desktopcomputers, server computers, laptop computers, tablet computers, and thelike. The computing environment 100 illustrated in FIG. 1, however, ismerely an example of one computing environment. Embodiments of thepresent invention may be implemented differently, regardless of whetherthe computer systems are complex multi-user computing systems, such as acluster of individual computers connected by a high-speed network,single-user workstations, or network appliances lacking non-volatilestorage. Further, while FIG. 1 illustrates a client-server model, othermodels are contemplated such as a peer-to-peer model.

As shown, each client computer 120 includes a processing unit 122, whichobtains instructions and data via a bus 121 from a client memory 130 andclient storage 123. Processing unit 122 is a programmable logic devicethat performs instruction, logic, and mathematical processing, and maybe representative of one or more CPUs and/or GPUs. Client storage 123stores application programs and data for use by client computer 120.

The memory 130 is any memory sufficiently large to hold the necessaryprograms and data structures. Memory 130 could be one or a combinationof memory devices, including Random Access Memory, nonvolatile or backupmemory (e.g., programmable or Flash memories, read-only memories, etc.).In addition, memory 130 and storage 123 may be considered to includememory physically located elsewhere; for example, on another computercoupled to the client computer 120 via bus 121.

Client storage 123 includes hard-disk drives, flash memory devices,optical media and the like. Client computer 120 is operably connected tothe network 160. Client memory 130 includes an operating system (OS) 131and a gaming program 132. Operating system 131 is the software used formanaging the operation of the client computer 120. Examples of OS 131include UNIX, a version of the Microsoft Windows® operating system, anddistributions of the Linux® operating system. (Note: Linux is atrademark of Linus Torvalds in the United States and other countries.)

In one embodiment, each client is a dedicated gaming console, such as aSony PS3®, Nintendo Wii®, or Xbox 360®, capable of executing the gamingprogram 132. In another embodiment, each client is a general purposecomputer configured to run any variety of gaming and non-gamingsoftware. The game may be viewed on a display device 170, such as anLCD, LED or CRT monitor display, and controlled using input devices 180which may be, e.g., a keyboard, mouse and/or a controller.

As shown, the server system 140 includes the same basic hardwareelements as the client computers 120. Specifically, the server system140 includes a processing unit 142 (representative of one or more CPUsand/or GPUs), a memory 144 and storage 143 connected via a bus 141. Theserver system 140 may be operably connected to the network 160, whichgenerally represents any kind of data communications network.Accordingly, the network 160 may represent both local and wide areanetworks, including the Internet. In one embodiment, the server system140 hosts an on-line gaming environment to which one or more of theclient computers 120 connect. In this case, server-side gaming software146 may be located in memory 144 of the server system 140 and cooperateswith client-side gaming software (e.g., game program 132) located on therespective client computers 120.

It is specifically contemplated that embodiments of the invention may beprovided to end users through a cloud computing infrastructure. Cloudcomputing generally refers to the provision of scalable computingresources as a service over a network. More formally, cloud computingmay be defined as a computing capability that provides an abstractionbetween the computing resource and its underlying technical architecture(e.g., servers, storage, networks), enabling convenient, on-demandnetwork access to a shared pool of configurable computing resources thatcan be rapidly provisioned and released with minimal management effortor service provider interaction. Thus, cloud computing allows a user toaccess virtual computing resources (e.g., storage, data, applications,and even complete virtualized computing systems) in “the cloud,” withoutregard for the underlying physical systems (or locations of thosesystems) used to provide the computing resources.

Cloud computing resources may be provided to a user on a pay-per-usebasis, where users are charged only for the computing resources actuallyused (e.g. an amount of storage space consumed by a user or a number ofvirtualized systems instantiated by the user). A user can access any ofthe resources that reside in the cloud at any time, and from anywhereacross the Internet. In context of the present invention, a user mayaccess applications (e.g., a game program) or related data available inthe cloud. For example, the racing game described herein could executeon a computing system in the cloud, thereby allowing a user to accessthe game from any computing system attached to a network connected tothe cloud (e.g., the Internet).

The following embodiments of the invention are described with referenceto a vehicle racing game in which a plurality of game characters (alsoreferred to herein as players) compete to win a race along a predefinedpath. The game characters may be user controlled and/or computercontrolled. In one embodiment, the game software (e.g., game program132), wherever located, is a racing game which allows one or more orplayers to control a vehicle using a controller. The winner of theracing game may be determined based on the relative completion times ofeach of the players travelling the predefined path.

FIG. 2 illustrates an exemplary predefined path 200 according to anembodiment of the invention. As illustrated in FIG. 2, the predefinedpath 200 may include one or more travelling lanes. While only twotravelling lanes 210 and 220 are shown in FIG. 2, in alternativeembodiments, the path 200 may include any number of lanes. The pluralityof lanes of the path 200 may be arranged as two-way lanes or one-waylanes. In one embodiment, the path 200 may be a circuit. In other words,a start position 230 of the path may be the same as the finish position230. However, in alternative embodiments, the start position and thefinish position may be at different locations.

In one embodiment, the path 200 may include a plurality of path featuresthat may require a player to maneuver a vehicle along or around thefeatures while navigating the path. For example, the path 200 in FIG. 2includes a plurality of curves 240. In some embodiments, a plurality ofobstacles 250 may be placed in the lanes 210 and 220, as illustrated inFIG. 2. The obstacles 250 may include static obstacles such as trafficcones, parked vehicles, pot holes, road bumps, and the like. Theobstacles may also include moving objects such as pedestrians, slowmoving traffic, oncoming traffic, and the like.

A player may have to quickly and efficiently maneuver a vehicle alongthe features 240 and around obstacles 250 to improve his/her chances ofwinning the game. Crashing into an obstacle 250 or skidding off thelanes 210 and 220 while navigating a curve 240, may stop orsignificantly slow down the player's vehicle, thereby allowing otherplayers to gain an advantage. In one embodiment, the path 200 mayinclude one or more hidden shortcuts 260 that may be made available byexercising a power play, as will be discussed in greater detail below.

Maneuvering a vehicle may involve using a game controller to control themovement of the vehicle while playing the racing game. FIG. 3Aillustrates an exemplary controller 310 according to an embodiment ofthe invention. The controller 310 is shown as a rectangular device inFIG. 3A. However, in alternative embodiments, the controller 310 mayhave any reasonable shape. For example, in some embodiments, thecontroller may be ergonomically shaped to facilitate gripping with humanhands. The controller 310 may be a wired or a wireless controllerconfigured to connect with a client computer 120.

In general, the controller 310 may include one or more buttons,joysticks, switches, trackballs, and the like. For example, asillustrated in FIG. 3A, the controller 310 may include a direction pad311, one or more joysticks 312, start button 313, and one or morefunctional buttons 314. The start button 313 may be configured to powerthe controller 310. If the controller 310 is a wireless controller,pressing the start button 313 may cause the controller to establish awireless connection with a respective client computer 120.

The direction pad 311 may include a plurality directional buttons, e.g.,up/forward (U), down/back (D), left (L), and right (R), as illustratedin FIG. 3A. In one embodiment, the direction pad 311 may be used tomaneuver a vehicle in a racing game. For example, the forward button (U)may be used to accelerate a vehicle, the back button (D) may be used forbraking, and the left (L) and right (R) buttons may be used to turn thevehicle in a desired direction. In one embodiment, a joystick 312 mayalso be used to maneuver a vehicle in a racing game. For example, aplayer may simply push a joystick in a direction in which movement of avehicle is desired.

The functional buttons 314 may be used by players to exercise one ormore specialized options. For example, in one embodiment, pressing afunctional button 314 may allow a player to exercise a boost option thatallows the player's vehicle to travel at greater than normal speeds fora predefined period of time. In some embodiments, a player's vehicle maybe equipped with one or more guns. Accordingly, in such embodiments, afunctional button 314 may be pressed to shoot at or blow up anopponent's vehicle, thereby giving the player an advantage in the game.In one embodiment, the functional buttons (or a combination thereof) maybe used to exercise a power play option, as is described in greaterdetail below.

FIG. 3B illustrates another exemplary controller 320, according to anembodiment of the invention. As illustrated in FIG. 3B, the controller320 may be a shaped like a steering wheel. The controller 320 mayinclude a direction pad 321, start button 323, and functional buttons324, which are similar to the direction pad 311, start button 313, andfunctional buttons 314 of FIG. 3A. Because the controller is shaped likea steering wheel, a player may be allowed to maneuver a vehicle in thegame by simply turning the wheel 322 in the same way the player wouldwhile driving an actual vehicle.

The controllers 310 and 320 are shown in FIGS. 3A-B for illustrativepurposes only and are not limiting on the invention. Any reasonable typeand shape of controller, for example, key pads, key boards, mouse,trackballs, and the like may be used in alternative embodiments to playthe racing game, as disclosed herein. In some embodiments, the racinggame may be played in a controller-free environment. In suchembodiments, the gaming system, e.g., client 120, may be configured todetect gestures of one or more players, wherein the gestures may be usedto maneuver vehicles in the racing game.

FIG. 4 illustrates a view 400 of a racing game that may be displayed ona display device 170 according to an embodiment of the invention. Theview 400 of the racing game may be displayed while executing a gamingprogram, e.g., gaming program 132 and 146 illustrated in FIG. 1. Asillustrated in FIG. 4, a player's vehicle 410 (a car in FIG. 4) may bedisplayed in a bottom-center portion of the view 400. A portion of apath 420 being traversed by the vehicle 410 is also visible in the view400. In one embodiment, the portion of the path 420 may correspond to aportion of the path 200 illustrated in FIG. 2. Also illustrated in theview 400, is an environment around the path. For example, an environmentcomprising trees and a mountain is shown around the path 420 in FIG. 4.

During the car racing game, the vehicle 420 is presumed to be movinginto the plane of the page. As a player accelerates and/or turns thevehicle 410 with a controller, path 420 and the environment around thepath may be modified to simulate motion of the vehicle. As the playermaneuvers his/her vehicle, one or more objects may become visible. Forexample, one of more competitors' vehicles 425 or obstacles, e.g., theobstacles 250 of FIG. 2, may appear in the view 400.

The view 400 also includes a map 430 of the path 420, in one embodiment.The map 430 may indicate the shape of the path and a present location431 of the player on the path. In one embodiment, the map 430 may alsoindicate locations of competitors on the path. Using the map 430, aplayer may be able to make decisions on appropriate drive speed,gear-level, and the like, to successfully navigate his/her vehicle alongor around path features such as curves, other players' vehicles, and thelike.

In one embodiment, the racing game 132 may allow players to earn andexercise one or more power play options to gain an advantage in thegame. In general, exercising a power play option may modify thepredefined path of the game in such a way as to create an advantage forthe player. A player may earn power play options by any one or morepredefined methods. For example, in one embodiment, each player of theracing game may earn points for successfully navigating the predefinedpath of the game. E.g., predefined points may be assigned for navigatingparticular curves without going off course, navigating around obstacleswithout crashing, and the like. When a player accumulates a pre-setamount of points, a power play option may become available to theplayer.

While accumulating points to earn power play options are disclosedherein, any other reasonable methods, or combination of methods forearning power play options may be implemented. For example, in someembodiments, players may be allowed to collect power play options bydriving his/her vehicle through or over power play objects that may beplaced along the predefined path. In some embodiments, the power playobjects may be placed at positions on the path that are difficult tonavigate, e.g., on inside lanes of a sharply curved path.

In one embodiment, of the invention, the view 400 may provide anindication of how close a player is to earning a power play option. Forexample, a status bar or power bar 440 may be provided, as illustratedin FIG. 4. As a player gains points, the color of the power bar maychange from a first color 441 to a second color 442 in a predefineddirection. When the power bar completely changes to the second color,the power play may become available to the player. Alternatively, insome embodiments, an icon, a message, or any other reasonable graphicalindication may be used to indicate to the player that a power playoption is available to the player.

In general, exercising the power play option causes a modification tothe predefined path. For example, a modification may be a structuralchange to the path itself. The structural change may or may not bepermanent. Examples of permanent structural change include theintroduction of a pothole or boulder to the path. Non-permanentstructural changes include introducing or removing movable objects (suchas a traffic cone) onto/from the path. Permanent structural changes arenot removed from the path by interaction with the vehicles and,therefore, are experienced by all the players encountering thestructural change. Non-permanent structural changes, on the other hand,may not be experienced by all the players because the object whichintroduced the structural change may be moved by one or more of thevehicles impacting the object. Another form of modification may be aroute change where the route available to one or more of the vehicles isaltered, such as where a previously available path segment is closed(i.e., rendered unnavigable) or a new path segment is opened.

It should be appreciated that the modifications described herein may bepre-scripted, according to some embodiments. Pre-scripted modificationsare not subject to physics rules and are programmed to occur inprecisely the same way each time they are invoked. For example, variouspower play options may be available at specific, predefined locations ona track and, when exercised, produce precisely the same event each time(such as a boulder rolling onto the track). In another embodiment, themodifications are subject to physics rules, in which case the manner inwhich those modifications occur will depend on the state of game.

In one embodiment, exercising the power play option may make it easierfor the player to traverse the predefined path. For example, exercisingthe power play may clear one or more obstacles in the player's path.FIG. 5 illustrates an example of exercising a power play optionaccording to an embodiment of the invention. As illustrated in FIG. 5A,the player's vehicle 510 may be travelling at a high rate of speed in afirst lane 521 of a straight portion of predefined path 520. As shown inFIG. 5A, an obstacle, e.g., a traffic cone 522 may be present in thelane 521. Maneuvering around the traffic cone 522 may slow the players'progress. Accordingly, in one embodiment, exercising a power play optionmay result in an obstacle being removed from the players' path.

Thus, upon seeing the traffic cone in his lane, the player may exercisethe power play option, thereby resulting in the obstacle disappearing,or otherwise being removed from the lane 521. FIG. 5B illustrates thepredefined path after the player has exercised the power play option. Ascan be seen in the FIG. 5B, the traffic cone 522 is no longer present inthe lane 521, thereby allowing the player to continue moving his/hervehicle in a relatively straight direction at a high rate of speed.Specifically, in FIG. 5B, upon exercising the power play option, theobstacle 522 is moved from the lane 521 to the lane 522.

In one embodiment, exercising the power play option may result in one ormore obstacles being created in one or more opponents' path. Forexample, FIG. 6A illustrates a player's vehicle 610 and an opponent'svehicle 620 travelling along a path 630. Specifically, the player'svehicle 610 is shown travelling in a lane 631 and the opponent's vehicle620 is shown moving in a lane 632 of the path 630. As can be seen inFIG. 6A, the opponent's vehicle 620 is ahead of the player's vehicle.Accordingly, to gain an advantage in the race, the player may exercise apower play option that dynamically creates an obstacle in front of theopponent's vehicle 620. For example, as illustrated in FIG. 6B,exercising the power play may create a pot hole 640 in front of theopponent's vehicle 620. Because the obstacle may be created dynamicallyand suddenly, the opponent may not have sufficient time to maneuveraround the obstacle, thereby causing the opponent's vehicle to crash orat least significantly slow down. By creating such obstacles dynamicallyin an opponent's path, the player may be able to gain an advantage inthe race by using power plays, as illustrated in FIG. 5B.

In one embodiment of the invention, several different levels of powerplays may be progressively attained by a player during the race. At eachprogressive level, the effects of the exercising the power play and theadvantage to the player may become greater. For example, in oneembodiment, three power play levels, e.g., level 1, level 2 and level 3may be achieved by a player. At the start of the game, the player mayaccumulate points to attain the level 1 power play. In one embodiment,level 1 power plays may generally slow down a competitor's vehicle. Forexample, the player may exercise the level 1 power play to create potholes of bumps in front of an opponent's vehicle to slow the opponent'svehicle.

After achieving the level 1 power play, the player may continue toaccumulate points to achieve a level 2 power play. In one embodiment,level 2 power plays may generally cause an opponent's vehicle to crash,thereby stopping the opponent's vehicle. For example, by exercising alevel 2 power play, the player may create obstacles such as trafficdrums in front of an opponent's vehicle, thereby causing the opponent tocrash.

After achieving the level 2 power play, the player may continue toaccumulate points to achieve a level 3 power play. In one embodiment,level 3 power plays may generally cause an opponent's vehicle to stopfor a predefined period of time. For example, by exercising a level 3power play, the player may cause rail road crossing gates in anopponent's path to close for a train to pass, thereby requiring theopponent's vehicle to stop until the train passes. In one embodiment, ateach power play level, the power plays from lower level may also beavailable to the player. In other words, the power plays earned may becumulative. For example, after achieving level 3 power plays, the playermay be able to exercise any one of level 1, level 2, and level 3 powerplays. Alternatively, at any given power play level, only the powerplays associated with that level may be available to the player. Whilethree power play levels are described hereinabove, in alternativeembodiments, any number of power play levels may be implemented.

In one embodiment, a given power play may be exercised only once by theplayer during the game. Alternatively, in some embodiments, once aparticular power play is exercised, the player may have to wait for apredefined period of time before exercising the same power play again.In other embodiments, once a power play is exercised, the player mayhave to earn the power play again, e.g., by accumulating points, tobecome eligible for the power play again.

Embodiments of the invention are not limited to the specific power playsdescribed for exemplary purposes herein. In general, any power play thatmodifies the predefined path of the race falls within the purview of theinvention. Modifying the predefined path may include moving, removing orcreating obstacles in the path. Other examples of modifying thepredefined path include blowing up bridges to block lanes of anunderlying road, crashing airplanes into one or more lanes of thepredefined path, creating construction lanes in the path, stallingvehicles in the path, and the like. Modifying the path may also includeremoving or moving any one of the above mentioned obstacles.

In some embodiments, modifying the path may include revealing hiddenshortcuts of the predefined path. For example, referring back to FIG. 2,a shortcut 260 is disclosed. In some embodiments, exercising a powerplay may reveal the shortcut only to the player exercising the powerplay. Therefore, the player may gain an advantage by travelling ashorter distance to reach the finish as compared to other players.

FIG. 7A illustrates another example of a short cut, according to anembodiment of the invention. As illustrated a player vehicle 732 and acompetitor vehicle 731 may be travelling along a path 700, which mayinclude a portion 710 and a shortcut 720. The shortcut may be hiddenfrom the vehicles 731 and 732. Now suppose the player vehicle 732 has apower play option available for revealing shortcuts. In one embodiment,as the player vehicle 732 approaches the curve 711, one or more visualindications of an available shortcut may be presented on the player'sdisplay screen. For example, one or more icons 721 may be displayed toindicate the location of a short cut.

In response to seeing an available shortcut, the player may exercise thepower play option to reveal the shortcut 720 in the path 700. In oneembodiment, the shortcut 720 may be visible only on a screen or aportion of a screen associated with the player controlling the vehicle732. Accordingly, only the vehicle 732 will be allowed to travel via theshortcut 720. Alternatively, the shortcut 720 may be made visible to allthe players of the game. Accordingly, in one embodiment, the playercontroller vehicle 732 may slow his/her vehicle and allow the competitorvehicle 731 to enter the portion 710 of path 700 before exercising thepower play and revealing the shortcut 720.

In some embodiments, the racing game may be configured to dynamicallycreate shortcuts in the predefined path of a racing game. For example,when a player becomes eligible for exercising a power play for ashortcut, the player may be allowed to exercise the power play at anytime, and at any location along the predefined path. In suchembodiments, the racing game may be configured to dynamically generatean appropriate short cut in the path to give the player an advantageover competitors.

While shortcuts that shorten the distance of the predefined path aredescribed hereinabove, in alternative embodiments, the predefined pathmay be altered in any reasonable manner to give the player an advantageor his/her competitors a disadvantage. For example, in some embodiments,exercising a power play may reveal a new path or alternative path whichmay have more favorable driving conditions, e.g., fewer obstacles,straight roads, and the like.

In some embodiments, modifying the predefined path may involvedestroying at least a portion of an existing path and creating a newpath around the destroyed portion of the existing path. The new path maybe selected from one or more alternative, selectable path segments. Thealternative path segments may be mutually exclusive, so that only one ofthe path segments is actually traversable. For example, FIG. 7Billustrates a predefined path 790 comprising a fork region 791 thatbranches into two or more path segments (three path segments 792, 793,and 794 shown in this example). By default, one of the path segments isactive—that is, one of the path segments is currently available to betraversed by the players and defines a portion of the complete path ofthe racing game. Upon approaching the fork region 791, a player mayalter the path of the racing game by exercising a power play to selectone of the other path segments as the segment to be traversed by one ormore of the players of the game. For example, assume that segment 794 isthe default traversable segment. By exercising a power play as theplayer approaches the fork region 791, segment 794 becomes unavailable(e.g., obstructed) and one of the other two segments 792 or 793 becomeavailable/traversable.

In an alternative embodiment, all of the alternative path segments(e.g., the path segments 792, 793, and 794 of FIG. 7B) may beavailable/traversable by default. In this case, exercising the powerplay results in one or more of the other segments being blocked, leavingless than all of the alternative path segments available. For example,if a player selects segment 794 by exercising a power play, segments 792and 793 may be blocked, thereby requiring all players to travel thesegment 794. In some embodiments, players of the game may be required totravel the selected segment until the end of the power play, untilanother power play selecting a different segment, or like event occurs.

The visual dynamic a player experiences when a power play is exercisedmay vary according to different embodiments. FIGS. 7C and 7D illustratean exemplary scene 780 of a racing game, according to an embodiment ofthe invention in which exercising the power play closes one path segmentand opens an alterative path segment. As illustrated in the scene 780 ofFIG. 7C, a first path 781 (which may correspond to one of the pathsegments 792, 793, and 794 shown in FIG. 7B) may pass near a ship 782and under a gantry 783. In one embodiment, a player may exercise a powerplay which may cause the gantry 783 to blow up and block the first path781. For example, in one embodiment, upon approaching the gantry 783, auser may be provided a visual indication, e.g., an icon, a message, anarrow, or the like indicating that a power play option may be exercisedto blow up the gantry. Accordingly, the user may exercise the power playoption to gain an advantage in the game.

FIG. 7D illustrates the scene after the gantry 783 has been blown up. Asa result of the gantry 783 blowing up and collapsing, a second path 784(which may correspond to one of the other path segments 792, 793, and794 shown in FIG. 7B) may be created. As illustrated in FIG. 7D, thesecond path 784 may pass through the ship 782 and around the collapsedgantry 783.

Exercising the power play option may involve pressing one or morefunctional buttons, e.g., the functional buttons 314 and 324 illustratedin FIGS. 3A and 3B, on the player's controller. Any combination of oneor more of the functional buttons may be used to exercise the powerplay. In some embodiments, a different functional button, or combinationof functional buttons, may be pressed to exercise different power plays.For example, the functional button A in FIG. 3A may be used to create apot hole in an opponent's lane, whereas the functional button B may bepressed to remove a pot hole from the player's lane.

While using functional buttons to exercise the power play option isdisclosed herein, in alternative embodiments, any one of the controllerbuttons or other input devices may be used to exercise the power play.For example, in some embodiments, power plays may be exercised by usingone or more of a joystick, direction pad, start button, hand gestures,and the like.

In some embodiments, one or more rules may be defined for exercisingpower plays. For example, in a particular embodiment, a power play thatdynamically creates an obstacle in an opponent's path may only becreated in front of an opponent vehicle that is ahead of the player'svehicle. In alternative embodiments, the player may have the option tocreate obstacles in portions of the path he has already traversed toslow down opponents that may be catching up to the player.

FIG. 8 is a flow diagram of exemplary operations that may be performedby a gaming program, according to an embodiment of the invention. Theoperations may begin in step 810 by determining that a player iseligible to exercise a power play option. The eligibility may bedetermined, for example, based on skills points accumulated by theplayer. In step 820, an indication may be provided to the player that apower play option is available. For example, the gaming program mayindicate that the power play is available by means of a power play bar,an icon, a message, or any other graphical indication on a displayscreen. In step 830, the gaming program may receive an input indicatingthat the power play is to be exercised. For example, the gaming programmay receive input from a controller, the input comprising one or morebutton presses. In response to receiving the input, the gaming programmay execute the power play by, e.g., modifying the predefined path ofthe racing game in step 740.

While the foregoing is directed to embodiments of the present invention,other and further embodiments of the invention may be devised withoutdeparting from the basic scope thereof, and the scope thereof isdetermined by the claims that follow.

1. A computer implemented method for executing a vehicle racing videogame, comprising: during a race, generating an indication to a playerparticipating in the race that a game play option earned by the playerthrough a game play performance of the player and is available duringthe race, the game play option being selectable by the player to cause amodification in a predefined path traversable by vehicles participatingin the race, the modification being selected from at least one of: apermanent structural change to the predefined path; and a route changeto the predefined path that alters where at least one of the vehicles isable to traverse; receiving user input from the player indicating thatthe the game play option is to be exercised during the race; and inresponse to receiving the user input, modifying the predefined path ofthe race.
 2. The method of claim 1, wherein the indication that the gameplay option is available is generated upon determining that the playerhas earned the game play option.
 3. The method of claim 2, wherein theplayer earns the game play option by accumulating points, wherein thepoints are accumulated based on the player's driving skills.
 4. Themethod of claim 1, wherein at a time prior to receiving the user input,the predefined path includes a first path segment traversable by thevehicles, and wherein the modification of the predefined path comprisesmaking the first path segment untraversable by the vehicles and making asecond path segment traversable by the vehicles.
 5. The method of claim1, wherein the modification of the predefined path comprises one of: (i)removing an obstacle from a portion of the path being traversed by thevehicle of the player; and (ii) dynamically creating an obstacle in aportion of the path being traversed by one or more vehicles of theopponents of the player.
 6. (canceled)
 7. The method of claim 1, whereinthe modification of the predefined path comprises revealing a hiddenshort cut in the path to the player.
 8. The method of claim 1, whereinmodifying the predefined path of the race in response to exercising thegame play option comprises executing a pre-scripted scene.
 9. A computerreadable storage medium comprising a program product which, whenexecuted, is configured to perform an operation to execute a vehicleracing video game, comprising: during a race, generating an indicationto a player participating in the race that a game play option earned bythe player through a game play performance of the player and isavailable during the race, the game play option being selectable by theplayer to cause a modification in a predefined path traversable byvehicles participating in the race, the modification being selected fromat least one of: a permanent structural change to the predefined path;and a route change to the predefined path that alters where at least oneof the vehicles is able to traverse; receiving user input indicatingthat the the game play option is to be exercised; and in response toreceiving the input, modifying the predefined path of the race.
 10. Thecomputer readable storage medium of claim 9, wherein the indication thatthe game play option is available is generated upon determining that theplayer has earned the game play option, wherein the player earns thegame play option by accumulating points, wherein the points areaccumulated based on the player's driving skills.
 11. The computerreadable storage medium of claim 9, wherein at a time prior to receivingthe user input, the predefined path includes a first path segmenttraversable by the vehicles, and wherein modifying the predefined pathcomprises making the first path segment untraversable by the vehiclesand making a second path segment traversable by the vehicles.
 12. Thecomputer readable storage medium of claim 9, wherein modifying thepredefined path comprises one of: (i) removing an obstacle from aportion of the path being traversed by the vehicle of the player; and(ii) dynamically creating an obstacle in a portion of the path beingtraversed by one or more vehicles of the opponents of the player. 13.The computer readable storage medium of claim 9, wherein modifying thepredefined path comprises dynamically creating an obstacle in a portionof the path being traversed by one or more vehicles of the opponents ofthe player.
 14. The computer readable storage medium of claim 9, whereinmodifying the predefined path comprises revealing a hidden short cut inthe path to the player.
 15. The computer readable storage medium ofclaim 9, wherein modifying the predefined path of the race in responseto exercising the game play option comprises executing a pre-scriptedscene.
 16. A system, comprising: a memory device comprising a vehicleracing video game; and a processor which, when executing the vehicleracing video game is configured to: during a race, generate anindication to a player participating in the race that a game play optionearned by the player through a game play performance of the player andis available during the race, the game play option being selectable bythe player to cause a modification in a predefined path traversable byvehicles participating in the race, the modification being selected fromat least one of: a permanent structural change to the predefined path;and a route change to the predefined path that alters where at least oneof the vehicles is able to traverse; receive an input from the playerindicating that the the game play option is to be exercised during therace; and in response to receiving the user input, modify the predefinedpath of the race.
 17. The system of claim 16, wherein the indicationthat the game play option is available is generated by the processorupon determining that the player has earned the game play option,wherein the player earns the game play option by accumulating points,wherein the points are accumulated based on the player's driving skills.18. The system of claim 16, wherein at a time prior to receiving theuser input, the predefined path includes a first path segmenttraversable by the vehicles, and wherein the processor is configured tocause the modification of the predefined path by making the first pathsegment untraversable by the vehicles and making a second path segmenttraversable by the vehicles.
 19. The system of claim 16, wherein theprocessor is configured to cause the modification of the predefined pathby one of: (i) removing an obstacle from a portion of the path beingtraversed by the vehicle of the player; and (ii) dynamically creating anobstacle in a portion of the path being traversed by one or morevehicles of the opponents of the player.
 20. (canceled)
 21. The systemof claim 16, wherein the processor is configured to cause themodification of the predefined path by revealing a hidden short cut inthe path to the player.
 22. The system of claim 16, wherein modifyingthe predefined path of the race in response to exercising the game playoption comprises executing a pre-scripted scene.